I want to make a dialogue module script that can also run functions rather than just displaying plain text. For example, If I want to check the players inventory when a certain reply is said, It references a function in that same script. When the dialogue wrapper requires the specific dialogue script and parses the reply, it runs the specified function.
^ references the function it wants to run below
^ the actual function

^ script from the dialogue wrapper script that runs the function.
I feel as if this is kind of limiting, more complex functions would not really work.. For example, if I wanted to create or edit reply buttons based on what is in the player’s inventory, I dont think I can do that with this method. An idea I had was to put more complex functions in the dialogue wrapper itself, but I kind of disregarded that. I want to know what would be the best approach to this…

